It's a mixture of SRM and Standard Role Madness Game. Your probably wondering how such a set up can exist but it will make sense once I explain the mechanics. This game will feature 3 types of abilities this game.
Base, Super and Assist. Base abilities are abilities you start the game with. These abilities are plucked straight out of the Mafia wiki ala Vigilante, Elite Bodyguard, Serial Killer Etc. So this aspect of the game will appeal to those who enjoy the games where playstyle is in the fore front and role abilities second.
The SRM aspect will come with the latter abilities. Super and Assist abilities is where the chaotic stuff happens. Each player has a total of 5 Super One Shot and 5 Assist One Shot abilities. Giving players a total of 11 abilities per role. Now what will seperate Supers and Assist abilities is the way they are used. Super abilities can be activated as soon as they are drawed upon while Assist abilities must first be set and either wait a phase before they can be activated or wait for a specific condition to be met to be used. Assist abilities are my way of adding more characters into the game.
Now if this is sounding sorta familiar it's because the game is heavily based on my yugioh games. Super=Magic Cards, Assists=Trap cards. But it also applies to how the game is played, as you don't start the game with all your abilities unlocked, each phase you gain access to one ability (these are randomized). The game starts of as a role madness game and the longer you are in the game the more SRM it becomes. It's a game that is designed to be much more strategic than your standard SRM game. Their will be another mechanic to unlock seperate abilities but that will be the gist of it for this game.